I agree with allaze-eroler. You could be getting so much more out of your textures right now. That last texture you could easilly fit onto a 256 if you mirrored some bits and re-used other bits.
Dunno what tools your using for these, but It helps if you're mirroring the model's geometry to unwrap it before you apply the mirror to the mesh. I dunno how other apps do this stuff, but with Blender that's the way it works. I'm positive that other apps have a UV mirroring option, tho.
I like the really painterly style to these. I wish more games would use that sort of approach to their art rather than the endless parade of normal-mapped hyper-real gray/brown crap that gets shoved out all the time. I'd love to see more color in games. So in that regard, keep doing what you're doing. My only suggestion is to do it more efficiently from now on
